Abjurers specialize in creating protective magical wards. Monarchs, nobles, and other wealthy individuals commonly hire abjurers to provide protection.
Medium Humanoid, Any Alignment
Proficiency Bonus: +4
Armor Class: 12 (15 with mage armor)
Hit Points: 104 (16d8 + 32)
Speed: 30 ft.
STR – 9 (-1)
DEX – 14 (+2)
CON – 14 (+2)
INT – 18 (+4)
WIS – 12 (+1)
CHA – 11 (+0)
Saving Throws: Int +8, Wis +5
Skills Arcana: +8, History +8
Senses: passive Perception 11
Languages: any four languages
Challenge: 9 (5,000 XP)
ACTIONS
Multiattack: The abjurer makes three Arcane Burst attacks.
Arcane Burst: Melee or Ranged Spell Attack: +8 to hit, reach 5ft. or range 120ft., one target. Hit: 20 (3d10 + 4) force damage.
Force Blast: Each creature in a 20-foot cube originating from the abjurer must make a DC 16 Constitution saving throw.
On a failed save, a creature takes 36 (8d8) force damage and is pushed up to 10 feet away from the abjurer.
On a successful save, a creature takes half as much damage and isn’t pushed.
Spellcasting: The abjurer casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16):
At will: dancing lights, mage hand, message, prestidigitation
2/day each: dispel magic, lightning bolt, mage armor
1/day each: arcane lock, banishment, globe of invulnerability, invisibility, wall of force
REACTIONS
Arcane Ward (Recharge 4-6): When the abjurer or a creature it can see within 30 feet of it takes damage, the abjurer magically creates a protective barrier around itself or the other creature.
The barrier reduces the damage to the protected creature by 26 (4d10 + 4), to a minimum of 0, and then vanishes.